Withered8
Withered8
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1821926#Comment_1821926
It is practical, if you cant split up from your team and ruin is a huge problem equip a map, small game or dectectives hunch
Yes because equipping a map, small game or detectives hunch is just going to magically wish away ruin undying and all your problems...
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1821569#Comment_1821569
If survivors are good theyll do bones
The typical "just do bones argument", it's just not practical and I can't be bothered to explain.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1821580#Comment_1821580
It´s actually the root cause. When there is a perfect balance of survivor to killer ratio, both sides have almost instant lobbies.
Whenever 1 side has a longer queue than the other, then the ratio is off. To much people trying to play that specific side.
Only when both sides have long queues (on equal ranks) then, the servers have a problem.
That's what it should be like, but the fact that matchmaking is broken atm and ranks are mixing is what's creating a large amount of the problems cause at low ranks, ques are exactly opposite.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1821764#Comment_1821764
If this combo based on RNG is predetermining your match knowing that 80% of survivors know most totem spawn locations.
So the only possibility left is you are horrible at survivor. So I'll end our session with an old adage that I truly despise but oddly enough fits your situation like a glove...git gud😃.
Edit: also an argument is a "win lose" debate. And @Ace_Ventura bested your claims long before this.
Oh looks like he's banned. You really can't handle being wrong huh.
So your counterargument to all of that is just "haha u noob i'm good"? What is this kindy?
How is me providing arguments and rebuttals to someone's point of view me not handling being wrong? Are you saying that I shouldn't be allowed to voice my opinion because it doesn't fall inline with your's? If anything you're the one refusing to be wrong becaues you won't give me a single reason as to why those points I listed are wrong.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1821747#Comment_1821747
Camping 3 gen is rare (grasping at straws) and shouldn't have 3 gen'd yourself. High mobility killers aren't camping🤪... "Hillbilly camped me while chasing someone across the map".
Gen slowdown is necessary and you cry because it denies you easy, fast escapes. (See what I did... I used your arguments about wanting easy games against you because it's redundant AF.
No I don't want easy and fast escapes, i want games where the outcome is not predetermined by perk combos or before a match has even begun, with very little possiblity of changing the fate.
Camping a 3gen is rare, so what do you think happens in tournament levels of gameplay?
Tell me how you escape a three gen on say coal tower or thomspons house or with a killer who knows how to play to a three gen?
Any killer with mobility can go right back to the hook as soon as they see someone cutting in the for the save and go get a free down, it's not hard. It's also not uncommon for proxying to occur and forcing death on people.
You claimed that i was loosing this so called win/loss debate yet ur only argumetns seem to be either comical or mimicing my points.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1821741#Comment_1821741
There is 1 killer. The killer can't force everyone off gens while chasing, downing and hooking. So in early game R U should only effect 1 gen maximum. By the time 1 person is down and hooked 2 gens should be nearly done. If they're nearly done let the hooked cook for 20 seconds to finish the gen. If every single survivor doesn't let go of gens to unhook immediately then outplaying R U is not too difficult until 2 survivors are dead. By then gens should be done.
You're doing something wrong if you're not actively doing totems and still losing massive gen progress. Either hunt totems or stick to gens and only allow 1 to go for unhooks. If he's camping stick on gens and R U does nothing at all.
yes because you can automatically tell when someone is going in for the save in solo q...
The killer cannot force everyone at gens that's right but they can force enough people off of gens and create enough pressure that they are not able to be compelted at a fast rate. If two people or more are on a gen and the killer goes there, they've immediately pressured those survivors into doing nothing, they go and chase one, potentially hit and injure both and now ones on the floor in 60 seconds. You've already got very good pressure right off the back. Lets even go the extreme and say all 4 survivors get on 4 individual gens at the start, the killer goes and finds one and downs them, now they are on hook and the killer goes to one of the other three survivors. Two gens are popping at most. Now someone else is in chase, another has to go in for the save and the last will pressumably be looking for a gen, and it goes on from there. This isn't taking into account a mobility or extremely fast downing killer, a killer who's playing hit an run or any perks such as ruin undying, corrupt, pop etc etc.
Can you not see how throwing in an ability for all gens to regress at an insane rate whilst not being worked on until most totems are taken out compeltely skews logic of the game? If people commit to finding all the totems at the start like you said, by the time that happens, someone would probably be hooked with more pressure on it's way and not a single ounce of pressure on the killer in the form of a gen popping or being worked on.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1821569#Comment_1821569
Gen slowdown is NECESSARY. Here's basic math so it might sink in:
4 survivors need to complete 5 gens.
1 killer needs to kill 4 survivors.
1 kill takes 3 hooks (don't even argue this, because if the killer is camping, his ruin/Undying is doing exactly NOTHING thus nullifying your complaint... So YES 3 hooks!)
4 kills is 12 hooks.
So yeah 4 people doing 5 combined objectives is too fast compared to 1 killer doing 4 objectives requiring ending 12 chases.
K your turn to sound more entitled and literally add nothing to the argument.
And your "I'm a top 200 killer" is more straight BS. you're not even good at the side you're defending 😂
Once again your failing to take in ANY factors as to how a real game plays out, so i'll put this to you. What if I told you that almost EVERY killer has some form of passive slowdown, ofcourse you wouldn't believe me. But when you've got a stealth killer, ur far more inclined to waste time healing, jump of gens early or you risk going down insanely fast. You've got oni who makes people want to heal or they are vunerable to his ability, you've got legion and doc who make people do stationary actions, you've got pig (self explanitory), you've got plague who makes people go to fountains and cleanse, you've got freddy who is a slowdown machine himself, you've got trapper hag and demo who make surviors waste time in order to find, disarm and caution around traps and portals, you've got all antiloop killers who end chases far faster, you've got high mobility killers who are able to get across the map in very short amounts of time. This is killer power slowdowns themselves btw. Then you've got hook slowdowns, heal slowdowns, threat of an incoming killer slowdowns etc etc.
You havn't provided any mathemtics in your described situation just briefly scimmed over some basic concepts of the game. You don't "need" gen regression, you wan't it to have easier wins because the minute you loose one match out of say 50 the game is immediately broken and survivor sided. I play almost half of the killers on the roster without any gen slowdown perks, a couple with bbq only.
And yes you can camp and get value from ruin undying, either by hooking in a three gen or playing any trap based, map pressure or decent mobility killer.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1821566#Comment_1821566
Bones ARE a required objective if the killer makes them one ie. Ruin/Undying And even NOED is the way it is to be a reminder to survivors that ignoring totems can bite you. The devs have stated that survivors should strive to do all bones or risk losing. This was intentional as hex totems are meant to be strong. Plus you have a fifty fifty shot at getting Undying first. So wahhhh gotta do 2 or 3 instead of gen rushing.
When you describe taking out 2 or 3 totems as an easy thing to do you fail to take in ANY considerations or factors as to how games are played. Gens need to be done, people need to be rescued of hooks, people need to heal and there's a killer running around pressuring you and potentially applying their own secondary objectives/passive slowdown. Taking out totems like you've mentioned would work if first chases lasted for 2 minutes or so, but how often does that actually happen in a game these days, especially with half a roster full of antiloopers and far more weaker and 50/50 map and tile designs.
There's a HUGE difference between the way noed works however as opposed to ruin undying. Noed does punish survivors for not doing totems but you are given the opportunity to do it throughout most of early and midgame as survivor. You do not have the luxury against ruin undying to space out when you take out totems because the longer it's in the game, the more it hurts you. It basically makes totems something which needs to be done ONTOP of applying insane pressure.
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If your using the argument that ruin undying only works if the killer is applying pressure, ds unbreakable only works if the killer is tunneling and staying near hooks.
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Funny how old ruin was changed because it required little effort on the killer's part for regression to occur....
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@Tsulan said:
I´ve seen a couple of threads about long survivor queues.
Do you really think, nerfing killers even more, is a step in the right direction?
Que times has very little to do with killer-survivor player ratio.
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@Unifall said:
https://forum.deadbydaylight.com/en/discussion/comment/1819911#Comment_1819911
Survivors use game changing perks all the time bro. Why do you think they use DH, adrenaline, ds, UB, bt? They're all second chance perks. Detectives rewards you for completing a gen. Small game is ok to learn totem spots you just don't wanna replace your meta perks as survivor right? Rainbow maps show you totems within 8 meters. With detectives and a green map you actually have it easier but of course you wont replace a meta perk. Its not the killers fault that their applying pressure with undying and ruin if you're not gonna bother finding totems.
So why complain about survivor meta perks when you literally stated before that you think perks should be game changers?
Perks should never be game changers, you should have to win off ur own skill not abusing ds unbreakable or chucking on ruin undying.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1819344#Comment_1819344
Stg yous all make out like its op with undying, undying doesnt make it a better perk it just makes it stay up longer sometimes
Undying means that you can have ruin up for the whole game majority of games, is that not making it a better perk and cancelling out the risk reward situation which base ruin offers to give it counteplay?
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1819752#Comment_1819752
So tinkerer too. I'm starting to think you're trolling 🧐.
Hex's can be broken. Bones are a secondary objective. Gens are too fast if the team ignores bones. So undying literally balances the game into the state it's supposed to be.
But it IS PAINFULLY OBVIOUS you're not a killer player. Because you've basically written "I'm an impatient, entitled survivor" in 🖍️ for us all in your last 10 statements.
Bones have NEVER been intended as a secondary objective because it's not mandatory. I'm all for secondary objectives but bones is NOT the way to do it, and is NOT intended as a secondary objective.
Does undying balance the game for everyone or balance it in the way that YOU want it so you can win more easily.
I hate when people throw this "Your obviously not a killer player ur an entitled survivor" argument out because it's pathetic. I could show you that I'm literally in the top 200 for perfect killer games worldwide but you wouldn't believe me so I'm not going to bother.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1819923#Comment_1819923
If you got that from what I said, well...
I mean, that's a you problem, not a me problem. I didn't mention slowdown perks, literally at all.
"He's killing me in this argument - better throw a strawman out there cause I know I can't win" - You
Stop trying. You literally have no chance of winning here.
The way you said you don't want mediocre wins makes you sound exactly like someone who won't accept a loss.
And what who said you were winning and who said this argument is about winning? Why is everything about winning?
You know what this discussion is getting nowhere so I'm done.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1819767#Comment_1819767
That was a bug. It was working on non-basic attack lunges. I see zero value in a perk that actively depends on me being a worse killer than I am by letting getting generators get done. Maybe you're okay with mediocrity, but I'm not.
Oh no a gen's popped time to facecamp and force death and run 4 gen slowdown perks - that's what im gathering from those last two sentences. Not everyone plays like this and doesn't get value from coup.
Coup still works on spirit and nurse.
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@Unifall said:
https://forum.deadbydaylight.com/en/discussion/comment/1819764#Comment_1819764
But there's perks to counter totems. Small game and detectives hunch. You don't even need to bring a perk. If you bring a map then you're good. Saying there's no counter play is just false. It gives the survivors a second objective which is good. Theres 4 survivors. You just need 1 to look for totems or be a good looper. Also coup de grace is a bad perk imo. You only get 5 tokens. As a killer you need as much help as you can get in a match. Yes it could help you make some ok plays but all a survivor needs to do is drop the pallet and you lose a token. There's way more better perks out there to be replaced by coup de grace. Perks need to be a game changer bro.
So you think perks need to be game changers and you want to be carried by them? Why are people complaining about ds, unbreakable etc if that's the logic that's being applied? It couldn't possibly be one standard for killer another standard for survivor right?
Detectives hunch requires gens to be popped first and even the limited info it gives you is just somehow goign to magicaly wish ruin undying away?
Small game is actually garbage in terms of totem hunting.
Do you know how maps work? You actually have to find and be within range of the totem for it to show up, so you wan't to run around the whole map at the start and then go and pop the totems?
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1819730#Comment_1819730
Ok..you arnt reading..I see no point in attempting to educate further
You said pallet sliding which is only possible when the pallet is pulled right?
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1819743#Comment_1819743
Corrupt isn't a huge game changer, but I think it's a good perk.
Iron Maiden isn't a huge game changer, but I find a lot of value in it.
Coup De Grace is a perk (one that was nerfed for some reason) that is on the level of Fire Up. It's a garbage perk. It it didn't require survivors to LITERALLY be winning the game to be remotely effective, it wouldn't be garbage. Base it on killer hooks instead of survivor gens, then we can call it decent.
As it stands, it's niche as all hell, and has very little value.
Did you not see what old coup did with things like demo's and spirit's lunge? There was a good reason why it was nerfed.
And like you see value in iron maiden, i see value in coup.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1819752#Comment_1819752
Tinkerer is not a slowdown perk. It has no active slowdown ability. It's an information perk.
Undying is not a slowdown perk. It facilitates all hex perks.
And ALL hex perks have a counterplay under ANY circumstance. Even undying. There, again, are multiple perks and items/addons that hard counter one or all of their functions.
I suggest you pick an argument with someone you can beat.
Would gen speeds having gone much faster without tinkerer or undying combo'd with ruin? Yes. Then it's a gen slowdown perk in that instance.
There is no counterplay to ruin undying other than praying you get the totems in the right order AND hoping you can find the totems before you've lost the game or without throwing the game.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1819740#Comment_1819740
I didn't twist your words. Literally at all. You mentioned Undying as a slowdown perk. When it is not.
Undying, and the actual slowdown people use it with, are Hex perks. Hex perks are the single most counterable kind of perk in the game. They can literally be removed before ever getting any sort of value. There are multiple items/addons/perks to facilitate this. The only reason I don't run them is because I don't like that kind of inconsistency.
Undying when combined with ruin counts as a slowdown perk. Same with tinkerer. You dont need somethign actively slowing gen speeds for it to be a slowdown perk.
Hex perks have counterplay until you throw undying into the equation, which prevents you from being able to pop the totem unless you find and pop all 5, which by then you woulda already lost the game.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1819736#Comment_1819736
I mean, if you think Coup de Grace is decent...they have a point.
Just because a perk isn't pop or bbq doesn't mean it's bad, like i keep saying people like you need to stop assuming every perk is bad because it's not a huge gamechanger for them.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1819732#Comment_1819732
Undying isn't a gen slowdown perk either.
Do you even play killer? Please stop talking if you haven't the correct information.
You know what i mean stop twisting my words
And yes i play killer and i refuse to use ruin undying because running that build literally makes me loose brain cells not needing to think or be held accountable for my plays.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1819700#Comment_1819700
Coupe de Grace is not good at all... It shows you don't play killer. You only get 5 tokens max and those are used on the next lunge regardless of whether you wanted it or not. It auto activates, so trying to get value from it will cause you to miss a lot of quick attacks because you are trying to save lunges. 99% of attacks are lunge unless you're attempting to grab or hit somebody trying to 360 you.
So I apparently don't play killer because I think a perk is decent that you think isn't good?
If you use ur lunges correctly, those 5 tokens can be almost 5 downs you otherwise woudln't have gotten, and it can make for some sick plays.
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@Ace_Ventura said:
https://forum.deadbydaylight.com/en/discussion/comment/1819700#Comment_1819700
(Coup de Grace is not a gen slowdown perk - not sure where you got that from, but golly, imagine falling on your face that hard)
No i'm sayign that so many ppl these days aren't happy unless they get some undying level gen slowdown perk because they rely hard on gen slowdowns.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1819691#Comment_1819691
Your not getting it..if the loop is safe, then the slows are useless..because they don't affect pallet sliding..so every safe pallet is a shield against their powers
So ur saying they are useless when they are pulled down? JUST BREAK THE PALLET.
There's so few limited amounts of pallets these days that if survivors just pull every pallet instantly they will be left with nothing.
And why are you trying to bloodlust pallets?
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1819656#Comment_1819656
Ormond is no worse than Backwater or old Autohaven. It's just not instant win for swf anymore.... You still have Haddonfield for that though😉.
Oppression is decent. It's also the only killer perk that's not an absolute joke from this killer. Hell, hoarder may as well be on Elodie.
so you're saying coup de grace is bad? Is that because it's not an insane gen slowdown perk which you wished for?
Look i agree haddonfield and old ormond are busted and i was more than happy for them to get the desperate changes they needed, but now the maps are flipping power roles and i don't see how that's anybetter than what we had.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1819589#Comment_1819589
I can play both better than most people..and I've faced enough to know that obvious fact
Then how are you not getting hits at safe loops with these powers? A little mindgame or fake whilst they are gassed and it's a free hit at almost any loop.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1819322#Comment_1819322
Again you missed my point. I wasn't requesting a buff to ruin undying.
I was stating that you complained about oppression THEN complained about ruin /undying. I was stating that oppression won't even get used because it's the worse option for killers.
And yes I can do fine as survivor on ormond now. But I know killer is meant to be 1v4 so I never count on a loop to last half a match....
If you think Ormond is fine then try lasting more than 30 seconds against a decent killer without throwing everypallet instantly
I never complained about opression, i'm just saying it's a good perk and showing that they give good stuff to killers.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1819563#Comment_1819563
Clowns Bottles only help if the loop is unsafe, same with the snares..and his tp is far from inginite..thats just plain ignorant
Right well there's your problem, you clearly aren't playing clown or freddy's snares right.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1819538#Comment_1819538
I just wanna say a thing about the dodging aspect of PH's shockwave.
Unlike Deathslinger or Huntress you don't actually have to zig zag to dodge his shockwave IF you have about 1.5-2 seconds of distance because his shockwave starts with the red glow before the wave itself moves from point A to point B.
I literally have clips of survivors STANDING EXACTLY in the middle of the red glowing ground but since I have a good ping and proper wired connection people can actually just move left or right as soon as the red glow pops up under their feet because of the built-in delay of the shockwave.
I can upload a clip anytime, too.
As a result I have to predict where they're gonna be around 1 sec AFTER the shot.
Therefore survivors don't even have to pay too much attention to PH during those 5 seconds (if the killer and they themselves have good internet/ping, of course) UNLESS he is basically close enough to go for a M1 attack anyways (I feel like that's when the wave connects pretty much instantly).
That's why I think he's by far more fair than Huntress with her bus-sized hits or Deathslinger with his non-reactable shots if we only consider his M2 attack by itself without the "I deny every window and pallet"-aspect of it.
I wouldn't mind tips on how to react against those shots because from what i've seen and played it seems almost impossible.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1819058#Comment_1819058
The teleport doesn't require you to be asleep and snare spamming doesn't work vs good players..next
if you don't want him having pretty much unlimited tp u need to wake up. And snares are still extremely strong against the best players. That's like saying clowns bottles do nothing at loops, it's nonsense.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1819106#Comment_1819106
PH already does get "punished" for using his "knife" for too long. He gets slowed down to 92% while activating and stopping the animation and goes 110% while using it, the power bar depletes in 5 seconds WHILE he gets slowed down and it takes 20 seconds to recharge the power bar completely.
Also when played as a true M2 killer he is -by far- the most fair projectile killer in the game as his shockwave is completely prediction based due to the fact the injuring shockwave has a built-in delay giving the survivors multiple cues when it's going to happen.
The only type of PH that's truly "cheesy" is the one using POTD to force M1 hits. But even then it takes too much time if everyone's pumping out gens at all times.
There's still problems with ph tho, i thought he was all g after they changed him but i realised something.
Because of the fact that he's faster than survivors when he's fully charged his ranged attack it means he can max charge it whenever he wants, sure theres a slowdown after you use it but it's that small it doesn't even matter. The problem is that when his sword is in the ground, you have to dodge because you have no idea when he's goign to shoot, he could shoot anytime during that five seconds and dodging will just make you loose more and more distance than you already are consdering he's at 110. You also can't tell where he's aiming as soon as you line sight, often ending up with you dodging into his attack.
Sure it's no where near as bad as deathsligner or spirit but there's still a high element of randomness to it, from both sides.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/1814098#Comment_1814098
So it’s worse than ruin
comparing somethign to ruin is stupid because A) It's a gambling simulator and B) with undying it's broken beyond all other gen regresison perks.
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@voorheesgt said:
https://forum.deadbydaylight.com/en/discussion/comment/1806377#Comment_1806377
Omg... Killers got an obviously lopsided map slightly adjusted😧.
Yes we got oppression... Decent perk that has 0 synergy with other regression perks (ruin undying mentioned by YOU makes oppression non viable... You can't argue both 😂). And we even got hoarder for you survivors.
We're spoiled
An obviously loopsided map became a killer main's haven and a deadzone land, you think you can loop a killer at any of those filler pallets do you?
So ur upset that ruin undying, already an insanely strong and busted combo, wasn't buffed by opression? Opression isn't unviable, comparing any gen perks to ruin undying they will look garbage but that's because ruin undying is broken on a whole new level.
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Don't listen to people who tell you the game's survivor sided, they are still stuck in 2016 dbd and have no idea about how the game is played at high level.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1817748#Comment_1817748
I feel like the only people who think solo queue is fine is the ones that are passive players. Well minus the guy who commented above. Most of the time its passive players. Survivor is definitely stressful maybe more stressful than killer solo.
They are definitely making more oppressive killers. I think the twins are oppressive in chase too but that's a whole nother story. People ignore all of what you just said. Constant survivor changes, boring killers who cancel chases. Maining killer has shown me just how easy it is to 4k. Believe it or not I've been running corrupt only blight and bringing in 4ks consistently on console. While I don't believe fully in kill stats or any of the devs stats it definitely holds some merit when there are so many "weak" killers who can't win at red ranks.
It just annoys me so much because of how easy it would be to fix most of these impressive killers.
Either make phead actually punished for holding his sword in the ground for too long or make him 95% movement or something slower than survivors.
Spirit could literally just do with audio cues at her positions whilst she's in phase.
Twins make it so Victor dies if he's near the hook.
Deathsligner is the only one that would need a good look at.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1817742#Comment_1817742
Freddy doesn't have passive slowdown without addons unless you give it to him, thats on you
Yes he does because you need to wake up otherwise he has almost instantaneous teleporting and can spam snares on you.
Also almost every Freddy runs jump rope swing chains.
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Exactly how I feel.
I downright avoid playing solo these days unless it's absolutely and i'll admit i pretty much only swf with good players. Otherwise survivor is the most stressful and frustrating time of ur life unless you come in with a mentality of i'm probably going to loose but oh well.
I also don't see how people don't see killer as an increasingly powerful and oppresive role, sure things are relatively balanced but these constant changes to surviovr and addition of boring and insane killers will tip the balance into the favour of killer. Do the kill stats of almost 60% not show that game is doing very well for killer?
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@JordanMalicious said:
https://forum.deadbydaylight.com/en/discussion/comment/1795297#Comment_1795297
Yet, slowdown is a great mechanic for killers...because it stops gens from popping fast. This just sounds like someone saying they're mad that they can't rush to pop the gens and actually have to have a plan of attack to balance the sleep mechanic with doing gens.
Plan of attack? How do you plan of attack when ur only objective is to do gens? There's no balancing the sleep mechanic either way you're going to waste huge amounts of time whether you try to push gens or wake up, there's no decent option for survivors.
Slowdown is not good for killers when they get it for free, it's just ridiculous. And especially these days where chases often end within seconds if the killer is any decent. Once again this is not 2016 dbd, if you're struggling to keep gens undercontrol without insane passive slowdown then that's a problem for you.
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@Rebel_Raven said:
Well, this is going to be out of left field.
Want to shorten queue?
Make killers more fun.
Hear me out.
If killers enjoy their games more, more will play.
More killers = more spots open meaning shorter queues in general.
More killers playing = more killers getting good.
More killers getting good = more killers across the ranks making queues better across ranks.
More killers across the ranks = less odds of smurfs coming to stomp lower rank survivors.
You don't have to listen to every killer idea, but shooting down all of them, even just QOL stuff isn't helping.
In the long run this will help survivors across the board.
Survivors should get some buffs. Base kit kindred for solos, maybe?
Maybe more perks that boost BP?
Honestly, aside from bad teammates, and low BP gains, I don't have a huge problem with survivors.
That's not how it works. You can't make killer any easier than it is.
Why? Because this is an assymetrical horror game. The side with only 1 player should have more control in their hands but should be required to do alot more things, it just makes logistical sense. This is what killer is like now, sure it's harder than survivor but that's the price to pay for having ur team's efforts and more of the game in ur hands rather than relying on teammates and having far less impact on the game.
Infact I would argue killer is more fun these days because it feels like you are making a difference in the game and can win based on you're ability, rather than loosing to either a super sweat killer build or garbage teammates. There's a reason I only play survivor if I have a team to play with these days.
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A totem indicator would be nice and maybe the addition of kindred as basekit.
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Nah she's no where near as hard and painful to learn as nurse. You have 5 hatchets at base meaning 5 hatchet attemps and throws before you are punished and need to reload and missing a hatchet is no where near as bad as missing a nurse blink.
She's also really fun to learn regardless of whether you win or not in my experience.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1816064#Comment_1816064
No because the moment Gearhead starts to see even the slightest bit of meaningful play is the moment people will start playing around it, which will be the moment Gearhead stops seeing play once again. If I started playing around it starting tomorrow for the rest of my time playing Dead By Daylight, exactly how badly am I hurting myself?
How do you play around it? Try and hit great skillchecks? That's what most people do regardless of gearhead or not. Count everytime the killer gets two hits and then time 30 seconds after the second hit to determine when to count hits again, whilst not touchign gens during that 30 second period? Sounds pretty realistic.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1815855#Comment_1815855
4 keys, whats closing it gonna do, let the next person open it in a conga line out hatch
Right, but all the other conditions still apply.
And who brings in 4 keys in a match? That's like bringing in 4maps. I've not once ever seen that happen.
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@Massquwatt said:
It might've been an okay perk if it was kept at it's original time of 45 seconds but it only lasts for 30 seconds which is really nothing. You can smack someone down twice and it'll take you half that time to bring them to a hook. Gearhead is not at all worth the perk slot when stuff like Tinkerer exists since it gives you far better value and information on which generators to prioritize and doesn't have stupid conditions for it to activate meaning you can run it on just about anyone.
The conditions aren't hard to meet though, they are just things you should be doing in every game.
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@Unifall said:
If gearhead didn't have so many requirements to use it it would still be decent at best. Theres a reason why so many killers and myself use ruin/undying and depending on some killers tinkerer. It just does the job better.
Ruin undying is just, idk i find it incredibly boring to use. Sure it does it's job well but it does it too well that games are just stompfests. Perks like gearhead and that are far more interesting and exciting to use than perks which tell me when gens are going to be completed and perks that do all gen regression and pressure for me.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1815871#Comment_1815871
It's not garbage because it's not better than BBQ or TT. It's garbage because it is too easy to play around. Again, the only reason no one does it is because Gearhead isn't meaningfully played in the first place.
If like you said no-one does it, doesn't that negate the fact that it's easy to play around? At the end of the day, you'll actualyl never know if the killer has gearhead or not until you reach endgame chat, and if the killer comes over to ur gen you're not going to instantly assume they have gearhead are you?
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@Buckoben said:
https://forum.deadbydaylight.com/en/discussion/comment/1813705#Comment_1813705
Imagine trying to kill people in a game about killing people! what nerves! If I do say so MYSELF!
This is where people are mislead tho. The game isn't about killing people, it's about hooking and pleasing the entity. Don't believe me? Emblem system proves it itself.
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@MrDardon said:
I don't understand those: "But it's not BBQ, Thrilling, Surveillance..." comments. Gearhead works in it's own way and is easier activated than other Perks. I like GH as well.
Gearhead activates on M1s.
BBQ requires hooking.
Thrilling requires picking up.
Surveillance in my opinion is the worst of those since you have go out of your way and give up a chase to kick a gen. I only use Surveillance combined with Surge or Ruin.
Discordance activates when at least 2 People work on 1 Gen. So it's onto the Survivors if they activate it or not.
The upper 3 Perks have simple requirements and are in my opinion the best Gen Info Perks.
The bottom 2 either sandbag you or are activated by Survivors playing wrong. The best way is to split up on Gens, which makes Discordance useless.
So in conclusion. In my opinion Gearhead is underrated while some other Gen Perks are overrated.
Agreed, if you look at tournament level of gameplay you will notice that discordance is one of the worst gen perks you can run, because survivors just won't stack on gens.
Surveillance also just isn't worth it unless ur willing to go out of ur way to activate it or you've stacked it with other perks like surge.